Difference between revisions of "Hoodoo"

From Team Fortress Wiki
Jump to: navigation, search
(adding item box)
m
 
(94 intermediate revisions by 56 users not shown)
Line 1: Line 1:
 
{{Map infobox
 
{{Map infobox
|game-type=Payload
+
  | map-status                = community
|file-name=pl_hoodoo_final
+
  | map-game-type             = Payload
|map-image=plhoodoo.jpg
+
  | map-file-name             = pl_hoodoo_final
|developer=[http://steamcommunity.com/id/Y_M Tim "YM" Johnson] <br>[http://steamcommunity.com/id/snipergen Jeroen "Snipergen" Dessaux] <br>[[User:Nineaxis|Wade "Nineaxis" Fabry]] <br>Drew "Oxy" Fletcher
+
  | map-image                 = plhoodoo.png
|map-stamp-link=http://steamcommunity.com/stats/TF2/leaderboards/30386
+
  | map-stamp-link           = https://steamcommunity.com/stats/TF2/leaderboards/30386
 +
  | map-released              = {{Patch name|5|21|2009}}
 +
  | map-released-major        = Sniper vs. Spy Update
 +
  | map-has-n-stages          = 3
 +
  | map-environment          = Desert
 +
  | map-setting              = Daylight, sunny
 +
  | map-pickups-health-small  = 13
 +
  | map-pickups-health-medium = 16
 +
  | map-pickups-ammo-small    = 7
 +
  | map-pickups-ammo-medium  = 19
 +
  | map-pickups-ammo-large    = 2
 +
  | map-has-bots              = yes
 
}}
 
}}
'''Hoodoo''' is a [[Payload]] map. It included with [[The Sniper vs. Spy Update]] as an official community developed map due to its outstanding quality.
 
 
In similar design and layout to [[Gold Rush]], Hoodoo focuses on fast-paced, intense action due to the map's sometimes tight and confined areas.
 
  
== Introduction video ==
+
'''Hoodoo''' is a [[Steam Workshop|community-created]] [[Payload]] map. It was included with the [[Sniper vs. Spy Update]] as an official community-developed map due to its outstanding quality. In a similar design and layout to [[Gold Rush]], Hoodoo focuses on fast-paced, intense action due to the map's sometimes tight and confined areas. The setup timer is 1 minute and 10 seconds.
[[Image:Hoodoo Cart.png|thumb|top|Hoodoo's unique "dirty bomb" cart.]]
 
{{youtube|aU6rWZwPQCo}}
 
 
 
== Goal ==
 
*[[BLU]]: The [[BLU]] team's primary goal throughout every Payload map is to guide the blue-colored [[cart]] on its tracks throughout the map. By continuously pushing the cart forward and breaking through [[RED]] defensive positions, it will detonate upon reaching the final terminus and the [[BLU]] team will be victorious. Failure to push the cart forward by having teammates near it will eventually result in the cart slowly moving backwards after a period of time, eroding your team's past progress.
 
*[[RED]]: Opposite the [[BLU]] team's objective, the team function of [[RED]], as a group, is to deter and stall the [[BLU]] team and prevent them from advancing the cart to its final destination. By fighting off their opposition for a long enough period of time, the [[RED]] team will be victorious. The most effective way to stall the [[BLU]] team is to remain very close to the cart, thereby halting it from moving even with [[BLU]] forces nearby.  
 
  
 
== Locations ==
 
== Locations ==
{{Map items
+
[[File:Hoodoo_stage_one.png|thumb|right|Details of stage 1.(Large file)]]
|small1=13
+
[[File:Hoodoo_stage_two.png|thumb|right|Details of stage 2.(Large file)]]
|medium1=16
+
[[File:Hoodoo_stage_three.png|thumb|right|Details of stage 3.(Large file)]]
|large1=0
 
|small2=7
 
|medium2=19
 
|large2=2}}
 
* '''Stage One''' &ndash; The first stage starts with an open area where [[Demoman|Demomen]] and [[Soldier]]s can be effective. The first capture point leads into a cramped passage through mining buildings, where [[RED]] [[Engineer]]s can wreak havoc on the offense. The second capture point is where the stage ends. Crossing a short bridge, with side passages providing routes to flank the defense and push the cart to victory.
 
* '''Stage Two''' &ndash; The track leads out into an open area, following the side of a long mining building. The first capture point brings the cart inside of the mining building, where multiple floor levels provide [[Pyro]]s an opportunity to drop in on the action. On the right side of the capture point is a tunnel, the tunnel has a door that can only be open from the inside. This is a great spot for [[BLU]] [[Engineer]]s to set up their Sentry Gun, Teleporter and Dispenser because the door can only be opened from the inside. This allows the [[BLU]] [[Engineer]] to open the door when [[RED]]s are in range of the Sentry Gun and close the door when they aren't creating a very offensive spot with almost impenetrable defense. The cart progress through a second room and out into a cramped area surrounding by industrial architecture. [[BLU]] has to push hard and use the multiple side routes to lead the cart to victory, as this area provides [[RED]] [[Engineer]]s, [[Demoman|Demomen]], and other defensive classes an almost perfect position.
 
* '''Stage Three''' &ndash; [[BLU]] team has to push the cart along a winding path around through a mining camp, with the multi-level buildings providing plenty of routes for both [[BLU]] and [[RED]] to attack. The track winds down into an industrial building, where [[BLU]] has to push the cart out on a catwalk surrounded by a large concrete pit.
 
  
==Strategies==
+
== Stage One ==
{{main|Strategy}}
+
* '''BLU Spawn''': A large building with 3 exits, with a staircase leading to higher ground.
 +
* '''First point battlements''': A wide open area with several routes to get to the first checkpoint, the left side when leaving BLU spawn is a rocky highground which gives good vantage over the cart's path.
 +
** '''Lower path''': A pathway underneath the cart's tracks which leads to a medium healthkit.
 +
** '''Mining buildings''': Two buildings which house the lower path.
 +
* '''Second point battlements''': The second point battlements contains several flank routes to get the the point, left of the first point is a balcony containing a small healthkit and medium ammo box.
 +
** '''The tunnels''': Tunnels can be found which have entrances by the mining buildings and near the second main chokepoint, these tunnels lead to a balcony with a one way door.
 +
** '''Upper flank''': An upper flank route with a drop down that leads to the left side of point A, a building with several opened windows can be used as cover.
 +
** '''Ravine''': Under the cart's track is a small ravine which houses a medium health and ammo kit.
 +
<gallery>
 +
File:Hoodoo BLU Spawn - Stage 1.png|BLU team first spawn in stage 1.
 +
File:Hoodoo blu spawn.png|Area outside BLU's initial spawn.
 +
File:Hoodoo lower path.png|The lower path.
 +
File:Hoodoo mining buildings.png|The mining buildings.
 +
File:Hoodoo mid A.png|First capture point.
 +
File:Hoodoo tunnels.png|The tunnels.
 +
File:Hoodoo drop flank.png|Left side flank.
 +
File:Hoodoo ravine.png|The ravine.
 +
File:Hoodoo point A.png|Capture point A.
 +
</gallery>
  
*'''[[BLU]] Team'''  
+
== Stage Two ==
The ledge at the beginning of the tight passage is an excellent [[Engineer]] spot. With an influx of reinforcement you can stall the enemy for quite some time.
+
* '''BLU Spawn''': RED's spawn from the first stage is repurposed for BLU.
 +
* '''Main battlements''': The track leads out into an open area, following the side of a long mining building. The first capture point brings the cart inside of the mining building, on the right side of the capture point is a tunnel.
 +
** '''Mining building''': The building which the cart follows on the edges, a ramp can be used from the BLU side to enter it, following the building will take you through several rooms which contain medium and small health kits.
 +
** '''Tunnel''': This tunnel has a door that can only be opened from the inside.
 +
** '''The capture point''': The building that houses the first point contains a balcony with two doorways, the left door with the ramp leads to a staircase which takes you just outside of Point B, the right doorway leads through to more tunnels.
 +
*** '''Upper tunnels''': These tunnels from the first capture point have two exits, the first left exit will drop you down into the secondary battlements, whereas the second path will lead you to a small corridor with minecarts and a one way door.
 +
* '''Capture point B''': A wide open area with little cover.
 +
** '''High ground''': A vantage point which has a good view over the battlements, behind it is the one way door that can only be opened from the mining tunnels.
 +
<gallery>
 +
File:Hoodoo BLU Spawn for Stage 2 and RED Spawn for Stage 1.png|RED Spawn for Stage 1 and BLU Spawn for Stage 2.
 +
File:Hoodoo mid B.png|Area outside BLU's second spawn.
 +
File:Hoodoo mining building stage 2.png|The mining building.
 +
File:Hoodoo stage 2 first point.png|The first capture point.
 +
File:Hoodoo upper tunnels.png|The upper tunnels
 +
File:Hoodoo high ground.png|The high ground.
 +
File:Hoodoo point B.png|Point B.
 +
</gallery>
  
*'''[[RED]] Team'''  
+
== Stage Three ==
Spies can play a crucial role at the final stage, eliminating [[Snipers]] in waiting, or taking down Sentry Guns. However it is difficult to hide as the map is very small.  
+
* '''BLU Spawn''': RED's spawn in stage 2, BLU must leave down some stairs into the main area which has 3 exits.
 +
* '''Main battlements''': The cart must follow along a winding path around through a mining camp, with the multi-level buildings providing plenty of routes for both BLU and RED to attack.
 +
** '''Buildings''': These buildings connect through from the final point to where BLU spawn is, they are cramped with very little room for movement, when the first point is captured a garage door will open for BLU to use to get to the final point quicker.
 +
** '''First point''': The capture point which has very little defensibility once BLU pushes through the main buildings.
 +
* '''Final point''': The track winds down into an industrial building, where BLU has to push the cart out on a catwalk surrounded by a large concrete pit.
 +
** '''Explosives shack''': left of the main track is a building filled with dynamite, BLU can use this building to flank into the left entrance of the main point.
 +
<gallery>
 +
File:Hoodoo Blu Spawn for Stage 3 and RED Spawn for Stage 2.png|RED Spawn for Stage 2 and BLU Spawn for Stage 3.
 +
File:Forward Area for BLU Spawn in Stage 3.png|Forward Area for BLU Spawn in Stage 3.
 +
File:Hoodoo mid C.png|Area outside BLU's third spawn.
 +
File:Hoodoo mid C2.png|Halfway point to B.
 +
File:Hoodoo point C.png|Point B.
 +
File:RED Spawn in Hoodoo Stage 3.png|RED Spawn in Hoodoo Stage 3.
 +
</gallery>
  
==Bugs==
+
== Strategy ==
*Rarely, the cart may begin to move on its own during set-up and can only be stopped if a player from the BLU team goes near enough to push the cart himself, though this is only possible if a team member uses noclip.
+
{{map strategy link|Hoodoo|main=yes|stub=yes}}
  
 
== Update history ==
 
== Update history ==
'''[[August 17, 2009 Patch]]'''
+
{{Update history|
 +
'''{{Patch name|5|21|2009}}''' ([[Sniper vs. Spy Update]])
 +
* Added Hoodoo to the game.
 +
 
 +
'''{{Patch name|8|17|2009}}'''
 
* Changes from community mapmaker Tim Johnson:
 
* Changes from community mapmaker Tim Johnson:
** "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side."
+
** "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one-way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side."
 +
 
 +
'''{{Patch name|2|16|2012}}'''
 +
* Removed door frame collision to resolve bots getting stuck in the cave during stage 2.
 +
 
 +
'''{{Patch name|7|18|2024}} #1''' ([[Summer 2024 Update]])
 +
* Added {{code|func_noclip}} to BLU spawn in the third stage.}}
 +
 
 +
== Bugs ==
 +
* Rarely, the cart may begin to move on its own during set-up<ref>http://www.youtube.com/watch?v=oqAvZtXRiq0</ref> and can only be stopped if a player from the BLU team goes near enough to push the cart himself, only possible if a team member uses {{code|noclip}}.
 +
* Bots will get stuck on the door leading to the second area on Stage 2; they can only get unstuck if the first checkpoint is captured, allowing the door to open.
 +
* On Stage 3, RED Spies can get into BLU's spawn with the help of a BLU Engineer's teleporter, and even walk through the previous door to Stage 2. RED Spies can also use BLU's (previously RED's) resupply cabinets.
 +
* In the area outside BLU's second spawn, RED players can get in a corner with the wooden planks that have been placed close to the cart, causing it to be defended through the walls.
 +
* It is possible for most [[buildings]] to be placed out of bounds on the first stage.
 +
 
 +
== Trivia ==
 +
* Hoodoo's cart is accompanied by unique sound files: The cart '[[Media:Hoodoo clock ticking.wav|ticks]]' while in play. It also emits a high-pitched [[Media:Hoodoo clock alarm.wav|ringing]] just before the cart detonates after BLU's victory on the Third Sector. Both of these sounds reflect the cart's improvised alarm clock "timed fuse."
 +
* In the first stage, the ambulance found in the BLU respawn acts as a fully functional [[resupply cabinet]].
 +
* A Hoodoo is a tall, thin rock spire found in arid drainage basins and {{botignore|badlands}}.
  
 
== Gallery ==
 
== Gallery ==
 
 
<gallery widths=140px heights=80px>
 
<gallery widths=140px heights=80px>
File:Hoodoo blu spawn.jpg | Area outside BLU's initial spawn.
+
File:Hoodoo Bombcart.png|Hoodoo's unique "dirty bomb" cart.
File:Hoodoo mid A.jpg | First capture point.
+
File:Hoodoo stage1.png|Overview of stage 1.
File:Hoodoo point A.jpg | Point A.
+
File:Hoodoo stage2.png|Overview of stage 2.
File:Hoodoo mid B.jpg | Area outside BLU's second spawn.
+
File:Hoodoo stage3.png|Overview of stage 3.
File:Hoodoo point B.jpg | Point B.
 
File:Hoodoo mid C.jpg | Area outside BLU's third spawn.
 
File:Hoodoo mid C2.jpg | Halfway point to C.
 
File:Hoodoo point C.jpg | Point C.
 
 
</gallery>
 
</gallery>
  
==Trivia==
+
== External links ==
*Hoodoo's cart is accompanied by unique sound files: The cart 'ticks' while in play. It also emits a high-pitched ringing just before the cart detonates after BLU's victory on the Third Sector. Both of these sounds reflect the cart's improvised alarm clock "timed fuse."
+
* [https://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs. Spy Update: Bonus Day - Hats + Hoodoo map]
 +
 
 +
== References ==
 +
<references/>
  
==External links==
+
{{Sniper Vs Spy Update Nav}}
*[http://www.teamfortress.com/sniper_vs_spy/day09_english.htm The Sniper vs. Spy Update: Bonus Day - Hats + Hoodoo map]
+
{{Maps Nav}}
  
{{SnipervsSpyUpdateNav}}
+
[[Category:Quickplay maps]]
{{Maps nav}}
 

Latest revision as of 10:27, 7 October 2024

Hoodoo
Plhoodoo.png
Basic Information
Map type: Payload
File name: pl_hoodoo_final
Released: May 21, 2009 Patch
(Sniper vs. Spy Update)
Developer(s): Tim "YM" Johnson
Jeroen "Snipergen" Dessaux
Fay L. "nineaxis" Fabry
Drew "Oxy" Fletcher
Map Info
No. of Stages: 3
Environment: Desert
Setting: Daylight, sunny
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×13  •  Mediumhealth.png ×16
Ammoico.png Ammo Boxes: Smallammo.png ×7   •   Mediumammo.png ×19   •  
Largeammo.png ×2
Map Photos
Loading screen photos.
Map Overview
Hoodoo overview.png
Map Stamp
Item icon Map Stamp - Hoodoo.png
Supporters Leaderboard

Hoodoo is a community-created Payload map. It was included with the Sniper vs. Spy Update as an official community-developed map due to its outstanding quality. In a similar design and layout to Gold Rush, Hoodoo focuses on fast-paced, intense action due to the map's sometimes tight and confined areas. The setup timer is 1 minute and 10 seconds.

Locations

Details of stage 1.(Large file)
Details of stage 2.(Large file)
Details of stage 3.(Large file)

Stage One

  • BLU Spawn: A large building with 3 exits, with a staircase leading to higher ground.
  • First point battlements: A wide open area with several routes to get to the first checkpoint, the left side when leaving BLU spawn is a rocky highground which gives good vantage over the cart's path.
    • Lower path: A pathway underneath the cart's tracks which leads to a medium healthkit.
    • Mining buildings: Two buildings which house the lower path.
  • Second point battlements: The second point battlements contains several flank routes to get the the point, left of the first point is a balcony containing a small healthkit and medium ammo box.
    • The tunnels: Tunnels can be found which have entrances by the mining buildings and near the second main chokepoint, these tunnels lead to a balcony with a one way door.
    • Upper flank: An upper flank route with a drop down that leads to the left side of point A, a building with several opened windows can be used as cover.
    • Ravine: Under the cart's track is a small ravine which houses a medium health and ammo kit.

Stage Two

  • BLU Spawn: RED's spawn from the first stage is repurposed for BLU.
  • Main battlements: The track leads out into an open area, following the side of a long mining building. The first capture point brings the cart inside of the mining building, on the right side of the capture point is a tunnel.
    • Mining building: The building which the cart follows on the edges, a ramp can be used from the BLU side to enter it, following the building will take you through several rooms which contain medium and small health kits.
    • Tunnel: This tunnel has a door that can only be opened from the inside.
    • The capture point: The building that houses the first point contains a balcony with two doorways, the left door with the ramp leads to a staircase which takes you just outside of Point B, the right doorway leads through to more tunnels.
      • Upper tunnels: These tunnels from the first capture point have two exits, the first left exit will drop you down into the secondary battlements, whereas the second path will lead you to a small corridor with minecarts and a one way door.
  • Capture point B: A wide open area with little cover.
    • High ground: A vantage point which has a good view over the battlements, behind it is the one way door that can only be opened from the mining tunnels.

Stage Three

  • BLU Spawn: RED's spawn in stage 2, BLU must leave down some stairs into the main area which has 3 exits.
  • Main battlements: The cart must follow along a winding path around through a mining camp, with the multi-level buildings providing plenty of routes for both BLU and RED to attack.
    • Buildings: These buildings connect through from the final point to where BLU spawn is, they are cramped with very little room for movement, when the first point is captured a garage door will open for BLU to use to get to the final point quicker.
    • First point: The capture point which has very little defensibility once BLU pushes through the main buildings.
  • Final point: The track winds down into an industrial building, where BLU has to push the cart out on a catwalk surrounded by a large concrete pit.
    • Explosives shack: left of the main track is a building filled with dynamite, BLU can use this building to flank into the left entrance of the main point.

Strategy

Main article: Community Hoodoo strategy

Update history

May 21, 2009 Patch (Sniper vs. Spy Update)
  • Added Hoodoo to the game.

August 17, 2009 Patch

  • Changes from community mapmaker Tim Johnson:
    • "Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one-way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side."

February 16, 2012 Patch

  • Removed door frame collision to resolve bots getting stuck in the cave during stage 2.

July 18, 2024 Patch #1 (Summer 2024 Update)

  • Added func_noclip to BLU spawn in the third stage.

Bugs

  • Rarely, the cart may begin to move on its own during set-up[1] and can only be stopped if a player from the BLU team goes near enough to push the cart himself, only possible if a team member uses noclip.
  • Bots will get stuck on the door leading to the second area on Stage 2; they can only get unstuck if the first checkpoint is captured, allowing the door to open.
  • On Stage 3, RED Spies can get into BLU's spawn with the help of a BLU Engineer's teleporter, and even walk through the previous door to Stage 2. RED Spies can also use BLU's (previously RED's) resupply cabinets.
  • In the area outside BLU's second spawn, RED players can get in a corner with the wooden planks that have been placed close to the cart, causing it to be defended through the walls.
  • It is possible for most buildings to be placed out of bounds on the first stage.

Trivia

  • Hoodoo's cart is accompanied by unique sound files: The cart 'ticks' while in play. It also emits a high-pitched ringing just before the cart detonates after BLU's victory on the Third Sector. Both of these sounds reflect the cart's improvised alarm clock "timed fuse."
  • In the first stage, the ambulance found in the BLU respawn acts as a fully functional resupply cabinet.
  • A Hoodoo is a tall, thin rock spire found in arid drainage basins and badlands.

Gallery

External links

References